
#version 150
// OpenGL3.2

uniform mat4 MVM;
uniform mat4 PROJ;

in vec3 in_position; 	// vert position
out vec4 w_coord;

void main(void){
	
	// Vertex into eye coords						//uncomment for lolz
	vec4 vertexPos = MVM * (vec4(in_position,1.0));
	
	w_coord = vertexPos;
	w_coord.w = 0.0;

	w_coord = w_coord.xzyw;
	gl_Position = PROJ * vertexPos;

}